- 25 Aug, 2022 2 commits
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Richard Gobeille authored
engine: fix issue where sometimes the window didn't think it was focused at startup until focus was lost and regained
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Richard Gobeille authored
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- 27 Jul, 2022 1 commit
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Richard Gobeille authored
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- 11 Jun, 2022 2 commits
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Richard Gobeille authored
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Richard Gobeille authored
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- 22 Apr, 2022 5 commits
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Richard Gobeille authored
This allows fullscreen to be toggled in the editor without having to change to 3d mode first.
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
engine: invalidate stored window position when changing video mode if the combination of origin position and new window size would place the window outside the bounds of the display
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Richard Gobeille authored
I've never seen them fail, but I guess I wouldn't know
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- 21 Apr, 2022 6 commits
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Richard Gobeille authored
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Richard Gobeille authored
engine: slightly improve window position handling to help weird edge cases where the window manager places the window at -1
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Richard Gobeille authored
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- 15 Apr, 2022 1 commit
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https://github.com/ocornut/imgui/tree/dockingRichard Gobeille authored
Everything is hooked up to the engine and functional, but nothing in this branch is utilizing this yet.
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- 12 Apr, 2022 1 commit
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Richard Gobeille authored
engine: fix bug where the desktop refresh rate was being ignored in windowed mode, always print refresh rate to console on video mode change
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- 25 Mar, 2022 3 commits
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
This shouldn't be necessary, but I got a report of the controller continuing to rumble indefinitely (even after terminating the game process)
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- 15 Jan, 2022 2 commits
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Richard Gobeille authored
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Richard Gobeille authored
engine: integrate loguru to replace the existing logging implementation from osd.cpp and rework many log messages across the codebase.
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- 12 Jan, 2022 1 commit
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Richard Gobeille authored
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- 11 Jan, 2022 1 commit
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- 16 Dec, 2021 1 commit
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Richard Gobeille authored
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- 28 Nov, 2021 1 commit
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Richard Gobeille authored
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- 12 Nov, 2021 1 commit
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Richard Gobeille authored
engine: improve GL state management, add support for GL sampler objects, add libtess2 and implement in polymer in place of the GLU tesselator, drop dependency on libGLU, improve GL debug output (in debug builds), fix various GL resource leaks This should prevent a few more state changes, and address issues arising from rendermode changes wiping our state but not any of our accounting data for said state. Because libtess2 seems to be abandoned and because there were a few issues I needed to fix anyway, I went ahead and made a custom single-file header-only version for improved performance.
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- 10 Nov, 2021 3 commits
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Richard Gobeille authored
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Richard Gobeille authored
I'm not sure if this is going to end up being the correct thing to do here, but it's what we shipped in the Fury 2.0 binary.
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Richard Gobeille authored
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- 31 Oct, 2021 1 commit
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engine: print commit hash from SDL_GetRevision() to log at startup when using SDL dev builds (odd-numbered patch level) This is admittedly terrible, but it shouldn't break unless the SDL_GetRevision() output format changes, in which case it just won't print the string anymore.
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- 06 Oct, 2021 8 commits
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Richard Gobeille authored
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Richard Gobeille authored
engine: add GL context version to glinfo, allow in 8 bpp mode (it's still backed by a GL surface, after all...)
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
This should resolve concurrency problems that arise when more than one thread attempts to add a line to the log simultaneously. A future commit will move the actual file writes to a different thread altogether.
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Richard Gobeille authored
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Richard Gobeille authored
engine: allow changing the video mode without tearing down and recreating the GL context or destroying the window
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Richard Gobeille authored
See https://github.com/SergeyMakeev/smmalloc
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